Base Class: Druid
Druids of the Circle of the Shaman tend to be part of a tribe or village and are far less likely to roam around alone than other druids. There they act as healers and spiritual guides. They aid their tribe by creating the right circumstances for farming, keeping dangerous beast away and providing the warriors with magical and herbal support. In battle they tend to stay at the sidelines to protect and heal the fighters. They use special herbal potions that can be thrown to activate their effects at a distance. They can even use their beast shapes on others, either to create a fearsome ally or a harmless enemy.
Potion Bombs
You gain proficiency with the Herbalism Kit.
As a minor action you can draw a potion from your pouch and then use bonus action to throw that potion at a creature that you can see within 20ft of you that isn’t in full cover.
If that creature has half or three quarter cover or isn't willigng (and aware of you) you must make an ranged attack using our dexterity modifier. If you are trying to hit a willing ally the AC for this ranged attack equals 10+ the cover modifier (2 or 5). When trying to hit a unwilling creature the AC equals 10+ the cover modifier+ the targets Dexterity modifier.
A creature hit by the potion gets the full effect of that potion.
Wild Shape Polymorf
Also at 2nd level, your beast shapes can be used to affect other creatures. You can use your action to polymorf a creature within 20ft using you wild shape feature. If you try to polymorf a unwilling creature whose CR is higher than the max CR you can transform it into, it can make an Wisdom save to avoid being transformed.
All the normal rules of your Wild Shape feature apply. You can only affect 1 creature at the time and once you use it on a different creature, the first reverts back to normal.The CR of the beasts you can transform others into is shown below:
|
Druid level |
Max CR |
Limitations |
|
2nd |
1/2 |
No flying or swimming speed |
|
4th |
1 |
No flying speed |
|
8th |
2 |
---- |
|
12th |
3 |
---- |
|
16th |
4 |
---- |
Support Reaction
Starting at 6th level, your reaction speed is increased, allowing you to quickly help others. When a creature within 20ft of you is attacked (or in an other kind of danger) you can use your Potion Bomb or Wild Shape Polymorph feature as an reaction.
Shaman’s Totem
Starting at 10th level, you can use your Druidic Focus as a totem to cast an effect over an area. As an action you plant your druidic focus in the ground creating an magical circle with an 20ft radius. When you plant it you choose 1 of the following effects:
Healing Conduit: When you use an spell to restore hit points to or to end an effect on a creature within the totem’s area, you use the maximum number on the dice instead of rolling and any other creature within the area regains hit points equal to your Wisdom modifier.
Elemental Empowerment: Choose a damage type: Fire, Cold, Poison, Acid, Necrotic, Lightning or Thunder. Any ally with the totem’s area deals bonus damage equal to your wisdom modifier of the chosen type when making a weapon attack. The damage is doubled for a critical hit. As a bonus action on your turn you can change the damage type.
Alluring Aura: Any non-ally creature within the totem’s area must make an Wisdom save against your spell DC when trying to leave the area. If it fails it must remain in the area.
Frightful Aura: Any non-ally creature that enters or starts its turn in the totem’s area must make an Wisdom save against your spell DC. On a fail it must use its movement to try to leave the area, using the dash action if needed.
Strengthening Aura: All allies within the totem’s area add your Wisdom modifier to their saving throws.
Weakening Aura: All non-allies within the totem’s area subtract your Wisdom modifier from their saving throws.
Empowered Spells: Spell cast by your allies from within the totem’s area ignore damage resistances.
Warding Aura: All allies within the totem’s area gain temporary hit point equal to your Wisdom modifier+3 when the totem is placed and at the end of their turn.
The totem stays active for up to 10 minutes or until you pick it up. While it is active you cannot use material components for spells unless you have the actual components, since your druidic focus is acting as the totem.
You can use this feature a number of times equal to your Wisdom modifier. You regain all uses of this feature after you finish a long rest.
Totem Recharge
Starting at 14th level, your totem recharges when you need it most. If you roll for initiative and you don't have any uses of you Shama’s Totem left, you regain 1 use of it. In addition, you can now use your bonus action or your reaction to switch the Totem effect while in the totem’s area.
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